Mobile gaming device carrying out uninterrupted game despite communications link disruption

ABSTRACT

A mobile gaming device may be a player&#39;s own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. If the communications link is temporarily broken during a game, the mobile device will create the appearance that the game is continuous, such as by continuing to spin reels, until communications are reestablished. The reels will stop once the mobile device receives the final outcome from the gaming terminal. The player may pause the game to temporarily suspend the minimum game frequency rules. The mobile device may switch between gaming terminals. For 3D video, the original format is adjusted for the mobile device. The gaming terminal may be a gaming machine.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part of U.S. application Ser. Nos.13/738,780 and 13/738,790, both entitled Automated Discovery of GamingPreferences, by Bharat Gadher et al., incorporated herein by referenceand claiming the benefit of U.S. Provisional Patent Application Ser. No.61/586,547.

FIELD OF THE INVENTION

This invention relates to electronic gaming systems, such as gamingsystems in casinos or other establishments, and, in particular, to agaming system where a player may remotely play a gaming machine using amobile device, such as a tablet, communicating wirelessly with thegaming machine.

BACKGROUND

Using a wireless hand-held device, such as a tablet, to remotely play anotherwise conventional gaming machine in a casino is prior art. Thegaming machine, for security and central monitoring/accounting purposes,performs all the processing to deduct a bet from the remote player'sstored bank of credits, randomly select a game outcome, determine theaward to be paid to the player, and credit the player's bank of credits.The information processed by the gaming machine is wirelesslycommunicated to the tablet, and the predetermined outcome is displayedto the player (such as by displaying stopped reels), so the tablet'sfunction is basically as a user interface.

The tablet displays on its screen essentially what the player would seeif the player was at the gaming machine, but the gaming machine makesall the game decisions. Virtually all player inputs are performed viathe tablet's touch screen.

In some prior art systems, when the tablet is in use, another playercannot use the gaming machine. In other prior art systems, one playermay play the gaming machine using the tablet, and another player maysimultaneously and independently play the gaming machine in theconventional way.

One type of tablet is described in U.S. Pat. No. 6,846,238 to Wells,incorporated herein by reference.

Since the player may walk around the casino with the tablet and bedistracted, various issues arise. Some of these issues include actionsto be taken in the event the communications link is broken during a gameand actions to be taken if a maximum time between games is exceeded. Thelink can be broken by the player moving beyond the reception range,moving beyond an allowable range, interference, battery failure, orequipment malfunction.

In the Wells patent (column 20, lines 29-47), for example, the gamingmachine internally stores video frames of the game outcome in the eventthere is a communications link failure during the game, since the tabletcould not display the outcome of the game and the outcome needs to belater verified. In case of such a link failure, it is very important toeventually prove to the player the actual outcome of the game. In theWells patent, if the communications link is broken between the time theplayer initiated the rotation of the reels and the time that the outcomeshould have been communicated to the tablet to stop the reels, the gamedisplayed on the tablet stops, and the player does not see the outcome.The game is thus terminated. The player becomes confused and agitated bythe failure of the system. If the communications link was broken due tothe player walking out the reception area, the player must determinethis herself and walk back toward the gaming machine console. The tabletmust then reestablish communications with the gaming machine. For theplayer to then determine the outcome of the game, the player mustsomehow view the stored video frames at the gaming machine. Wellsdescribes the game being “terminated” once the communications linkbecomes inactive (see column 27, lines 1-2; column 29, lines 35-36;column 31, lines 19-20; column 32, lines 44-47; and column 34, lines1-3). Such termination of the game prior to the player seeing the resultof the game is a significant drawback of the Wells tablet.

Losing the communications link between games, rather than during a game,is much less frustrating, and reestablishing the communications linkdoes not require any verification of a game's outcome.

Accordingly, what is needed is an improved technique for dealing with acommunications link being broken in the middle of a game.

Further, in the Wells patent, there is no provision for allowing theplayer to temporarily suspend play without the system automaticallyterminating the playing session due to the period between gamesexceeding an allowable limit. Therefore, in the prior art tabletsystems, the player cannot pause play for a legitimate reason and willlose rights to the gaming machine to another player.

Accordingly, what is also needed is a technique to allow the player topause play on the tablet without the playing session being automaticallyterminated due to the period between games exceeding an allowable limit.

Another disadvantage of the Wells tablet is that it is customized foruse as a gaming tablet to be used in conjunction with the licensedgaming machine (see column 12, lines 11-21). In one embodiment, theWells tablet is a modified version of a commercially available tablet.This adds cost to the system since the casino must provide the tablets,and the players will initially be unfamiliar with the operation of thetablet, inhibiting wide spread acceptance of the system.

Accordingly, what is also needed is a mobile gaming device, such as atablet, that is an off-the-shelf commercially available device, runninga suitable application, that may be personally owned by the players andwhich communicates with licensed gaming machines located in the samejurisdiction in which the mobile gaming device is located.

It is known to access a gaming site via the internet using any suitablecomputing device, but such an internet connection only connects thecomputing device to a server running a gaming program, typically locatedoutside of the United States. The server is not a licensed gamingmachine in the jurisdiction in which the computing device is located.Therefore, operating the computing device to carry out the game may beillegal in the jurisdiction in which it is operated. Additionally, evenoperating such an internet-connected computing device in a jurisdictionthat allows gaming does not typically authorize the player to operatethe computing device for gaming purposes since the operation is notperformed in an authorized venue.

Another disadvantage of the prior art tablets is that there is noprovision to remotely select another gaming machine and automaticallyset up the communications link to the new machine. The remote player hasno way of knowing which other games or other gaming machines areavailable for play. A related disadvantage is that the prior art tabletsdo not allow the player to use the tablet for different gamingmachines/servers in different gaming venues.

Another disadvantage of prior art tablets is that, if the player doesnot have a central account, cashing out is not convenient since theplayer must either go to the gaming machine to receive a printed ticketor somehow identify the game on a separate printer terminal, such as byusing a keypad.

Gaming machines and tablets may incorporate 3D image viewing capability,such as by having a lenticular lens over the screen to direct twointerlaced stereoscopic images to the player's respective left and righteyes. A disadvantage of the prior art gaming tablets is that there is noprovision for converting the gaming machine's 3D format of the originalstereoscopic image to the tablet's particular 3D or 2D format. If thetablet does not have 3D capability, the original stereoscopic imagescannot be displayed on the tablet's screen without appearing blurry.Further, with a gaming machine, the 3D image is tuned for a particularviewing distance, while the viewing distance for the tablet may bedifferent, typically closer since the screen is much smaller. There isno provision in the prior art for allowing the remote player to adjustthe 3D viewing distance (or image depth).

Another disadvantage of prior art gaming tablets is that there is noforced prevention of the player initiating a game when the battery powerruns low. Therefore, an incomplete game may result if the battery powerruns out during a game.

SUMMARY

A hand-held gaming device and operating technique are described thatovercome the drawbacks of the prior art. In one embodiment, the player'sown tablet (e.g., an Apple iPad™) is used as the hand-held gamingdevice. In other embodiments, any suitable mobile device may be used,including the players' own smartphones, personal digital assistants,etc. A conventional tablet will be used in most examples.

The tablet communicates wirelessly with a stationary gaming machineusing encrypted signals. The tablet basically acts as a remote userinterface for the gaming machine, while the gaming machine conducts thegame itself and controls the player's account.

The player registers the tablet for play with a particular gamingmachine and establishes a session time, such as two hours. This may bedone by the player inserting her player tracking card into the gamingmachine and entering certain information via the gaming machine's touchscreen. A communications link between the tablet and the gaming machineis then established. Near Field Communication (NFC) may instead be usedto set up the link, where a link is automatically established (accordingto established protocols) when the tablet is brought near the gamingmachine. The gaming machine may use the tablet's MAC address, serialnumber, or other hardware/software signature to uniquely identify thetablet. The player creates a bank of credits using the player's playertracking card, or by inserting money or a printed ticket (for cashlessgaming) into the gaming machine, or by other means either at the gamingmachine or via the tablet.

In one embodiment, the gaming machine displays that the machine is inuse by a remote player and also displays the remaining session time.Prospective players may register to reserve the machine by insertingtheir player tracking card into the gaming machine and registering viathe gaming machine's touch screen. The queued player then gets a messageon her own tablet stating when the gaming machine is available. Thequeued player only needs to respond via the tablet to begin the nextsession if the player has stored credits available. In anotherembodiment, the queued player must return to the gaming machine toregister and begin the session.

The tablets are generic and may operate with any of a number ofauthorized gaming machines. In one embodiment, the tablets arecommercially available (e.g., an iPad) and only an application needs tobe downloaded to the tablet (such as via the internet) to allow thetablet to operate in accordance with the invention. The application maybe specific for the gaming venue or generic.

The tablet presents a user interface touch screen display to the player.The particular display presented by the tablet to the player may beidentified by commands transmitted by the gaming machine.

In an example of the game being a video reels game, the player placesbets and starts the video reels spinning via touch screen buttons on thetablet. The tablet includes a stored spin-reels program that causes thetablet to display the reels spinning. The spin-reels program may bedownloaded from the gaming machine or a server prior to the first gameplayed on the gaming machine being initiated. Since different gamingmachines may play different games and have different graphics, thespin-reel program may be different for each type of game and musttherefore be customized for the particular gaming machine being played.In one embodiment, only the different graphics are downloaded before agame is initiated and other functions are generic to all the gamingmachines.

The gaming machine receives the player inputs and controls all aspectsof the game. The gaming machine instantly determines the outcome of thegame (the stop positions of the reels) using a random number generatorand determines the resulting award using a pay table. The gaming machinethen transmits the outcome and award information to the tablet, and thetablet displays the reels eventually stopping at the predeterminedpositions and displays the award to the player. The length of time thereels appear to spin is irrelevant to the game. The gaming machinededucts or adds credits from/to the player's account, and such creditsare displayed to the player. The player is typically unaware that thegame outcome is determined by a random number generator prior to thereels stopping and believes that the ultimate displayed stoppedpositions of the reels determine the award paid. Therefore, theun-interrupted display of the reels spinning and stopping is veryimportant to the player.

Since the player may roam with the tablet, the tablet may occasionallybe out of the communication range of the gaming machine (or out of someother allowable range). Most of the time, the player will be activelyengaged in a game. If the communications link is broken during a game,rather than terminating the game and stopping the display of the game asis performed by the prior art, the tablet displays the continuingspinning of the reels using the tablet's internal spin-reels program anddisplays a stored message to the player that the player must reenter thetransmission reception area within a certain time limit (e.g., 15seconds) to complete the game. The player will, of course, comply. Whenthe player reenters the transmission reception area, the tabletautomatically reestablishes contact with the gaming machine (pursuant tostored protocols), and the tablet receives the game outcome from thegaming machine. The tablet then stops the reels to display thepredetermined outcome. The player is unaware that the game outcome hadpreviously been determined and believes that the game was just extended.This is much more satisfying to the player than the game beingterminated due to the broken communications link.

The link may also be broken due to interference or other issues, but thedisplay of the spinning reels continues until the link is reestablishedor the “reconnect timeout” period has lapsed.

Since the player is actively playing the game a majority of the time,there is a substantial likelihood that a disruption in thecommunications link will occur during the game rather than betweengames.

If the player does not reenter the transmission reception area withinthe allowable “reconnect timeout” period, the playing session isterminated, and a stored message appears that the player may review theresults of the game by re-registering with the gaming machine.

Another aspect of the invention relates to the gaming machineautomatically terminating the tablet's playing session after a period ofinactivity (typically only a few minutes). Automatically terminating thegaming session due to inactivity is described in the Wells patent incolumn 25, lines 25-27. However, since the registered playing sessionmay be a few hours, the player should be able to be inactive for aperiod of time without the gaming machine terminating the session, suchas if the player needs to exit the play area for a washroom break, asmoking break, eating dinner, or go to her hotel room. The presentinvention provides the player with a pause button on the tablet thatallows the player to enter an allowable inactive period without penalty.The session still expires after the registered session time, but thegaming machine will not terminate the session within the period ofinactivity selected by the player. The selectable inactive period willtypically be limited to, for example, 30 minutes to limit the loss ofrevenue by the casino. However, the selectable times may vary by day,time of day, or based on the number of people in the casino or waitingto play the gaming machine.

If the player does not begin playing a game on the tablet within theallowable inactivity period, and after a warning is given, the sessionwill terminate.

The player may renew the session time, if there are no other playersqueued up for the machine, allowing for unlimited play on the tablet.

The session may automatically terminate if the communications link isbroken for more than, for example, 60 seconds and the player has notresponded within 15 seconds after the communications link has beenrestored. Stored warning messages are displayed to the player.

The gaming machine may display the queue of other players who haveregistered to play the machine, either locally or via a tablet, once thesession time has run out.

When the player wishes to cash out, the player may cash out at thegaming machine and receive a printed ticket to redeem at a cashier'swindow, or the player's account may store the remaining credits, or theticket (with a bar code) may be displayed on the player's tablet. Inanother embodiment, the player may obtain the printed ticket or redeemher remaining credits at any suitable terminal. A separate printerterminal (not a gaming machine) may print out the player's coded ticketwhen the player wishes to cash out. The printer terminal may sense theproximity of the tablet using NFC and automatically determine the gamingsession code so that the player does not need to manually enter datainto the printer to cash out. The player may redeem the ticket for cashat a redemption area. The printer terminal may also be a registrationterminal for the tablet, so the player never has to physically be at thegaming machine to register for play. The communications between thetablet and the gaming machine may be via a wireless connection betweenthe registration terminal and the tablet, then the registration terminalcommunicates to the gaming machine through the casino's existingnetwork.

In another embodiment, the venue's system automatically recommends othergames and gaming machines to the player via the player's tablet. Theplayer may select any recommended game via the tablet, and the player'scredits are transferred to the new gaming machine via the venue'snetwork, and a communications link to the new gaming machine isautomatically established. In one embodiment, the same tablet maycommunicate with gaming machines or servers in different venues and therevenue is appropriately shared. Credits may even be transferred betweenvenues. In one embodiment, when a player uses a player tracking card,the player's past history of gaming may be used by the recommenderalgorithm to recommend games to the player. If the player does not use aplayer tracking card and thus plays anonymously, the recommender systemdetects the player's real time game play (e.g., game selected, betamount, etc.) and recommends other games to the player consistent withthe real time game play.

If the gaming machines displays the game in 3D (requiring stereoscopicimages to be generated), the system is capable of modifying the formatof the images to be compatible with the tablet. For example, if thetablet can only display 2D images, the original images are converted tothe format needed to be displayed by the tablet in 2D. Further, if thetablet has 3D capability, the original image format is suitably changed,if necessary, to be compatible with the tablet 3D format. Resolutionsand 3D image depth may also be modified to be optimal for the tablet.

The remaining battery power is sensed by the tablet and, if the power isbelow a threshold, the tablet software prevents the player frominitiating a new game. The remaining power may be used to cash out. Amessage is displayed to the player allowing the player to switch toanother tablet or to recharge the tablet.

In one embodiment, the tablet communicates with any type of secureterminal that carries out the game, where the terminal is notnecessarily a gaming machine in a casino or other gaming establishmentbut any terminal that can perform the required processing.

In another embodiment, the mobile gaming device may be connected to thegaming machine with a cable, either directly connected to a port of thegaming machine or via a network communicating with the gaming machine.

Any game may be presented on the tablet, including video reels, videopoker, keno, roulette, blackjack, or other games.

The tablet itself may be a generic tablet, such as an iPad, Androidtablet, Windows tablet, or other commercially available tablet. Themobile gaming device may instead be any other portable computing device,including smartphones, personal digital assistants, laptop computers,etc. By the players using their own devices, they are familiar withtheir operation. Further, the casino does not need to supply the mobilegaming devices.

Therefore, the remote gaming system may be readily implemented atvirtually no cost, and increased play activity will bring in addedrevenue to the casino. The gaming machines with which the mobile gamingdevices are communicating are licensed for the venue (e.g., a casino) inthe particular jurisdiction (e.g., Nevada) in which they are operating.Since the mobile gaming device is located in the same jurisdiction, thegaming rules in that jurisdiction also apply to the remote play. Sincethe mobile gaming device performs no gaming function other than as auser interface, the mobile gaming device will typically not need aspecial license by the jurisdiction and thus the player may legallyoperate the mobile gaming device.

Since the tablet may not be licensed by the jurisdiction for gamingoutside the casino (or other venue) or other designated area, it may berequired to have an enforced boundary for the tablet. In one embodiment,a Geo-fence system is set up in the venue, which automatically detectsthat an active gaming tablet is within a designated boundary. Since thetablet may be owned by the player, the system uses the existing WiFi,Bluetooth, and Received Signal Strength Indicator (RSSI) capability ofthe tablet to determine whether the tablet is within a designated area.This test may be performed before a transmission by the tablet isauthorized for use during a gaming session. If the tablet is determinedto be within the designated area and the tablet is authenticated,communications between the tablet and the gaming terminal may thenproceed.

The conventional aspects of a gaming tablet may be those described inthe Wells patent.

Various other embodiments are described.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a gaming machine console wirelessly communicatingwith a hand-held tablet (as one example of a mobile gaming device) inaccordance with one embodiment of the invention.

FIG. 2 is a block diagram showing the basic functional units in thegaming machine of FIG. 1.

FIG. 3 illustrates various functional units and program files in thetablet that may be used to carry out the present invention.

FIG. 4 is a flowchart showing steps performed by the tablet and gamingmachine in the event the communications link is broken during a game.

FIG. 5 illustrates the gaming machine displaying the remaining sessiontime.

FIG. 6 illustrates the tablet having touch screen buttons allowing theplayer to pause play without the gaming machine terminating the sessiondue to a period of inactivity.

FIG. 7 is a flowchart showing steps performed by the tablet and gamingmachine to allow the player to pause play without the gaming machineterminating the session due to a period of inactivity.

FIG. 8 is a flowchart showing steps performed by the tablet and thevenue's system for allowing the player to remotely switch from onegaming machine to another.

FIG. 9 illustrates the interaction between the tablet and a printerterminal for issuing a ticket.

FIG. 10 is a flowchart showing steps performed for converting originalstereoscopic images into a format (2D or 3D) compatible with the tablet.

FIG. 11 is a flowchart showing steps performed when the tablet batterypower has fallen below a threshold so that a game is not interrupted.

Elements that are the same or equivalent are labeled with the samenumeral.

DETAILED DESCRIPTION

FIG. 1 illustrates a simplified stationary gaming machine 10 wirelesslycommunicating with a mobile gaming device. The gaming machine 10 islicensed for use in the particular jurisdiction (e.g., Nevada) in whichit is operated. The gaming machine 10 may instead be a server. In theexample of FIG. 1, the mobile gaming device is a conventional tablet 11,such as an iPad tablet. All aspects of the gaming machine 10 that arenot directly related to the present invention may be conventional, sincethe gaming machine 10 may be played in a conventional manner as well asplayed remotely using the tablet 11.

The gaming machine 10 in the example includes a bottom display 12 thatmay be a thin film transistor (TFT) display, a liquid crystal display(LCD), a cathode ray tube (CRT), or any other type of display. Thedisplay 12 may also be a transparent area revealing physicalmotor-driven reels. In the example shown, the main game in display 12 isthe conventional random selection of a 3×3 array of symbols, where anaward is granted based on the combination of symbols across a pay line13. The main or primary game can be any game, such as a 5 column×3 rowarray of symbols, a 5×4 array of symbols or any other size or shapearray, a video card game, or other game.

A top display 14 is a video screen, which may be similar to the display12, that displays a secondary game or a static display.

A coin slot 16 accepts coins or tokens in one or more denominations togenerate credits within the machine 10 for playing games. An input slot18 accepts various denominations of banknotes, or machine-readabletickets, or player tracking cards and may output printed tickets for usein cashless gaming. A coin tray 20 receives coins or tokens from ahopper upon a win or upon the player cashing out. Player control buttons22 include any buttons needed for the play of the particular game orgames offered by the machine 10 including, for example, a bet button, aspin reels button, a cash-out button, and any other suitable button.Buttons 22 may be replaced by a touch screen with virtual buttons.

The tablet 11 includes a touch screen 24 that displays a user interfaceand generally replicates what would normally be seen on the gamingmachine's display 12. When playing in the remote mode, the gamingmachine display 12 will typically not display the game, and the gamewill only be displayed on the tablet 11.

FIG. 2 illustrates basic circuit blocks in the gaming machine 10 ofFIG. 1. A game controller board 30 includes a processor (CPU) that runsthe gaming program (including the remote-gaming application) stored in aprogram ROM, such as a CD. The program ROM may include a pseudo-randomnumber generator program for selecting symbols and for making otherrandom selections. At least the active portion of the program is storedin a RAM on the board 30 for access by the processor. A pay table ROM onthe board 30 detects the outcome of the game and identifies awards to bepaid to the player. A bill/ticket validator 45 and coin detector 46 addcredits for playing games. A payout device 47 pays out an award to theplayer in the form of coins, a printed ticket, or a credit to theplayer's account at the end of a game or upon the player cashing out.Player control inputs 48 receive push-button inputs for playing the gameand touch screen sensor inputs for playing the game. An audio board 49sends signals to the speakers. A display controller 50 receives commandsfrom the processor and generates signals for the various displays 51.The touch screen portion of the displays 51 provides player selectionsignals to the processor.

The game controller board 30 transmits and receives signals to and froma network 56 via a communications board 58. The network 56 includesservers and other devices that monitor the linked gaming machines 10 andGM1-GM-N and provide communications between the machines 10 andGM1-GM-N.

In addition to the conventional aspects of the gaming machine 10, thegaming machine also includes a wireless transceiver 60 that communicateswith the tablet 11 via, for example, standard WiFi or Bluetooth, sinceWiFi and Bluetooth capability are typically already present incommercially available tablets, such as an iPad. When the gaming machine10 is operating in its remote play mode, the user interfaces of thegaming machine 10 will typically be inactive, and the tablet 11 willdisplay the appropriate user interface and game.

FIG. 3 illustrates some pertinent functional elements in the tablet 11used for the remote play.

The tablet 11 includes at least one CPU 62 for carrying out the game andsupport functions. A memory 64 (RAM and ROM) stores the game programfiles and other files for remote gaming. Such files are downloaded froma website in a conventional way. The user interface files 66 forcarrying out the game, the display message files 68, the reel spinroutine files 69, and final result control files 70 are shown separatelybut are stored in the memory 64. The display messages files 68 containsmessages that are displayed automatically if the communications linkbetween the tablet and gaming machine is broken, as well as containsother messages.

The touch screen display 72 displays the game and user interface. Adisplay processor 74 receives high level instructions from the bus 76and generates pixel control signals for the touch screen display 70.

A WiFi and/or Bluetooth transceiver 78 generates and receives wirelesssignals for communicating with the transceiver 60 in the gaming machine10. A decoder 80 (e.g., a modulator/demodulator) converts receivedsignals to digital (baseband) signals and converts signals to betransmitted to the appropriate format signals. The decoder 80, incombination with the CPU 62, carries out the required protocols forestablishing the communications link, performing encryption/decryption,etc.

A communications link detector 80 detects that the communications linkbetween the tablet 11 and the gaming machine 10 has been broken, such asby the player moving out of the play area, interference, etc.

Mobile Gaming Device Carrying Out Uninterrupted Game DespiteCommunications Link Disruption

FIG. 4 is a flowchart showing various steps for carrying out certainprocesses in accordance with one embodiment of an invention.

Initially, the player downloads the remote gaming application, such asfrom a website, and inserts her playing tracking card into the selectedgaming machine to identify the player and the player's account (step84).

In step 86, a communications link is then created between the tablet andthe particular gaming machine. No casino operator involvement is neededand no customized tablet is needed. The player may use her own personaltablet. The gaming machine has a button or touch screen icon that theplayer presses to initiate the registration process. An NFC techniquemay instead be used to initiate the registration process. The gamingmachine then may display the set-up instructions to the player.

In one embodiment, the gaming machine contains a wireless transceiver(e.g., a WiFi transceiver) and uses a protocol that detects theproximity of the tablet's WiFi signal, by detecting signal strength, andautomatically establishes a communications link with the tablet. Theprogram downloaded to the tablet contains the communications set-upprogram. This is a type of NFC technique. Appropriate handshaking isperformed to establish the link. The tablet's MAC address (or otherunique hardware or software code) may be used to identify the tablet andis linked to the player's account.

In another embodiment, the player sets up the communication link byentering the gaming machine's unique ID code displayed by the gamingmachine.

In another embodiment, the casino (or other gaming establishment) has acentral WiFi system identifier that is displayed on the player's tablet,and the player selects that WiFi system and enters the gaming machinecode for setting up a communications link with the gaming machine. Thetablet then wirelessly communicates with a central server in the casino,which then communicates with the addressed gaming machine via thecasino's network.

Once the communications link is set up between the tablet and the gamingmachine, the player establishes a session time (step 88). A menu ofallowable session times may be presented to the player, and the playerselects one of the times, such as 30 minutes. The sessions may berenewed a certain number of times.

In step 90, the player establishes credits in the gaming machine byusing the player's account, depositing cash, inserting a printed ticket,or other conventional means. The player may then roam within theallowable range while playing the game in a manner that is similar tothe way the player would play if seated at the gaming machine.

In step 92, the gaming machine, pursuant to the machine's internalgaming program, then transmits instructions to the tablet to display theremaining session time, the user interface for the game, and the gameitself. In some scenarios, the player may choose a game from a menu ofgames. It is presumed that a video reels game will be played.

In step 94, the player uses the touch screen of the tablet to bet andbegin the reel spin. The player inputs are transmitted to the gamingmachine.

In step 96, a stored program in the tablet (reel spin routine files 69in FIG. 3) causes the tablet to display the reels spinning, which may bea generic animation of blurred symbols moving down vertically tosimulate actual reels spinning. The gaming machine may command theanimation to be initiated or the tablet may automatically initiate theanimation after the spin-reel button is pressed. The spin-reels programmay be downloaded from the gaming machine or a server after thecommunications link is set up and prior to the first game played on thegaming machine being initiated. The spin-reel program may be differentfor each type of game and may therefore have to be customized for theparticular gaming machine being played. In one embodiment, only thedifferent graphics are downloaded by the gaming machine before a game isinitiated and other functions are generic to all the gaming machines.Such generic functions may be part of the generic gaming programinitially downloaded to the tablet.

In step 98, the gaming machine then predetermines the outcome of thereel spin using a pseudo-random number generator and a look-up table toidentify the required stop positions of the reels. The gaming machinealso determines the resulting award using a pay table in the ROM. Thereel spin outcome and award are then transmitted to the tablet.

During all steps, the gaming machine continually senses whether thecommunications link is still up by, for example, receiving periodicsignals from the tablet or receiving acknowledgements from the tabletthat a command has been received. The communications link may be brokenby the player moving out of the allowable range, interference, or othercause. All playing data is stored in the gaming machine and/or centralserver, so no information is lost in the event of a communications linkfailure. However, losing the communications link during the game, ratherthan between games, is particularly problematic since the player hasalready placed a bet and started the reels spinning. In the prior artremote play systems, the game is terminated upon a communications linkfailure and the tablet animation is stopped. The player may then have todetermine the outcome of the game by accessing the internal memory filesin the gaming machine. This is disconcerting to the player. To overcomethis drawback, the present invention performs the following routine uponthe communications link being interrupted during a game.

In step 100, if the communications link is still up, the final gameoutcome is transmitted by the gaming machine along with the awardamount, and the information is received by the tablet (step 102). Thetablet then displays the reels stopping at the final stop positionsidentified by the gaming machine. The tablet's internal program is usedto animate the stopping of the reels at the predetermined stoppingpositions.

In step 104, the tablet displays the award amount determined by thegaming machine.

If the communications link is broken in step 100 (such as due to theplayer roaming beyond the allowable range) between the time the playerpressed the spin-reels button and the time that the gaming machinetransmitted the final game outcome, the internal program in the tablet(part of the reel spin routine files 69 in FIG. 3) causes the animatedreels to keep spinning, so the player believes the game is stilloccurring (step 106). The tablet also displays a stored message tellingthe player to return to the play area within a certain time, such as 5seconds.

In step 108, the gaming machine re-transmits the final outcome and awardand, assuming the player has re-entered the allowable range within theallowable “reconnect timeout” period (step 110), the tablet receives thefinal result and stops the reels at their final positions (step 102).Thus, the player perceives the continuous spinning of the reels as justan extended game rather than an interruption in the game.

If the player does not re-enter the playing range within the allowable“reconnect timeout” period (step 110), the gaming machine suspends thegame play (step 112). The player must now re-establish the session atthe gaming machine to complete the game. The game may then be completedby a re-spinning of the reels and stopping of the reels at thepredetermined stopping positions.

Geo-Fence for Determining if Tablet within an Authorize Area

In one embodiment, the allowable range for play on the mobile device(e.g., a tablet or smartphone) is referred to as a Geo-fence, and theGeo-fence application program is downloaded to the mobile device, suchas via the internet. In one embodiment of a Geo-fence system, the mobiledevice sends and receives signals to and from WiFi transceiversdistributed around a designated area in the licensed venue. The WiFitransceivers transmit signals, including Received Signal StrengthIndication (RSSI) data, which are received by the mobile device andprocessed by the mobile device. The processed signals encode thedevice's location relative to the transmitters. The mobile device thentransmits the processed signals using the device's WiFi system, and aserver determines whether the mobile device is within the designatedarea. A classification algorithm is used together with the RSSI data toaccurately determine whether the mobile device is in or outside thegaming venue boundary with much higher precision than GPS, IP basedlocation, Cell site or WiFi triangulation methods. In one embodiment,the server is networked to all the gaming machines and may control thegaming machines. If the mobile device is transported outside of theGeo-fence and the player does not reenter the Geo-fence within a giventime in response to a displayed warning message, the gaming machine iscontrolled to terminate the session. A suitable Geo-fence system for amobile gaming device is disclosed in provisional patent application61/757,488, filed on Jan. 28, 2013, incorporated herein by reference.Most commercially available mobile computing devices have the capabilityto run the Geo-fence application. The tablet's internal GPS capabilitymay be used instead of, or in conjunction with, the Geo-fence, but GPSis less accurate than the Geo-fence.

Temporarily moving outside of the Geo-fence does not necessarily cause acommunications link failure since there may be adequate signal strengthoutside the area.

More details of a suitable novel Geo-fence are presented below.

Since the tablet may not be licensed by the jurisdiction for gamingoutside the casino (or other licensed venue) or other designated area,it may be required to have an enforced boundary for the tablet. Thetablet will be blocked from carrying out a game if it is detected thatthe tablet is outside the designated area.

In one embodiment, a Geo-fence system is set up in the venue, whereinWiFi transceivers are distributed around the designated area. Bluetoothtransceivers may also be distributed for added accuracy, security andreliability. The venue initially creates models by moving conventionalmobile devices, such as different models of tablets, smartphone, etc.,around the designated area, including along the border areas, whileconducting communications between the mobile device and the various WiFitransceivers. During this “calibration” phase, the mobile devicestransmit Received Signal Strength Indicator (RSSI) signals (or processedRSSI data) to the venue's system that is stored and used to create themodels, or the mobile devices create the models themselves using theRSSI information. The models identify sets of data that are consistentwith various types of mobile devices being within the designated area.The models are stored in the venue's system. All conventional mobiledevices are equipped with an RSSI system that detects and identifies thereceived signal's power. In one embodiment, there may be up to 256levels designated by the mobile device.

During a gaming session with the player's own tablet or smartphone, atest to determine the location of the mobile device is periodicallyperformed, such as prior to a game being commenced, where the mobiledevice receives signals from the various WiFi transceivers, and the WiFitransceivers are identified with a code. The mobile application, whichhas been previously downloaded to the mobile device, controls the mobiledevice to transmit the various RSSI levels, each RSSI level beingassociated with a WiFi transceiver using the transceiver's code, to thevenue's Geo-fence system. By detecting the various RSSI levelsassociated with each of the WiFi transceivers, then performing aclassification algorithm on these levels to identify a position or otherdata set for the mobile device with respect to the WiFi transceivers,and then comparing the location/data set to the models previouslycreated by the venue for the player's particular mobile device, theGeo-fence system is able to determine whether the mobile device iswithin or outside of the designated area. In another embodiment, themobile device itself processes the RSSI data and the processedinformation is transmitted to the Geo-fence system for comparison to themodels. In another embodiment, the mobile device also stores the models,and determines whether it is within the designated area. Those skilledin the art may write suitable algorithms without undue experimentation.A similar test using Bluetooth may also be performed for added accuracy(smaller area) security and reliability.

If the mobile device is determined to be within the designated area andthe mobile device is authenticated, communications between the mobiledevice and the gaming terminal may then proceed. Authentication maysimply require the mobile device to transmit a unique code identifyingthe device or the playing session and matching the code to a previouslystored code in the venue's system. In one embodiment, the code is abarcode initially scanned or otherwise received by the mobile device atthe beginning of a playing session.

In another embodiment, the mobile application may require the mobiledevice to transmit an identifying signal at a certain power level, andthe different RSSI levels detected at the various WiFi transceiverlocations are used to identify the position of the mobile device todetermine whether the mobile device is within the designated area.

Although the Geo-fence system described above is believed novel,conventional location systems may also be used. GPS may not be suitabledue to signal attenuation by the venue and the lack of accuracy.

Remote Gaming Method Allowing Temporary Inactivation without TerminatingPlaying Session Due to Game Inactivity

FIG. 5 illustrates the gaming machine 10 displaying that the machine isbeing played remotely and shows the time left in the remote session.Players may use the touch screen of the gaming machine to establish aqueue to play the machine after the current session. The waiting playersmay be notified via their tablets when the gaming machine is freed up.

In the prior art, the tablet communications are continuously monitoredto determine if the remote player is actively playing. If there is noactivity within a few minutes, the session will be terminated. However,this does not give the player an opportunity to briefly suspend play forreasons such as a washroom break, a smoking break, a dinner break, orbriefly going to the player's hotel room.

FIGS. 6 and 7 are directed to a feature that allows the player to pausethe game a certain number of times during the session without thesession terminating for inactivity.

FIG. 6 illustrates that the tablet 11 may display a pause game icon 120and, optionally, a time-set icon 122. Touching the pause game icon 120may give the player, for example, a 5, 10, or 15 minute period ofallowable inactivity without the session being terminated. During thistime, the tablet may be taken out of the allowable area without anypenalty. When the player re-enters the allowable area and sends acommunication to the gaming machine 10, the session will commence. Thisfeature is further explained with reference to the flowchart of FIG. 7.

In step 140, the remote game program rules require that the periodbetween games (i.e., game inactivity) does not exceed a maximum time orelse the tablet will be commanded to display a warning message to theplayer to resume play. If the warning is not heeded, the session will beterminated.

In steps 142 and 144, the player, at any time, may touch a pause gameicon on the tablet to suspend the game-inactivity-rules for a certainperiod of time, such as 5-15 minutes. The pause time may be selected bythe player or fixed. The allowable pause time may change depending onthe day, time of day, queued players waiting to play the gaming machine,etc.

In step 146, the tablet is now inactive (or locked) and the gameinactivity rules enforced by the gaming machine are temporarilysuspended. The pause does not extend the allowable session time.

In step 148, the player touches an unlock icon to resume play. Thetablet sends a signal to the gaming machine that the tablet is nowunlocked. The game inactivity rules are again applied. The player may beallowed a maximum number of pauses per session.

In step 150, if the player does not unlock the tablet within theallowable inactivity period, the session is terminated, the player iscashed out, and the next player in the queue may play the gamingmachine.

Cashing out the player may be by crediting the player's account, or byprinting a ticket by the gaming machine or other terminal, or bydisplaying a ticket on the player's tablet. A barcode on the ticket maybe scanned at a redemption station to verify it and determine theamount. The verification code must match the player's tracking card codefor the ticket to be redeemed.

Although a gaming machine has been used as the secure terminal thatperforms all the gaming functions, a terminal or server that cannot bedirectly played by a player may also be used.

Any game may be presented on the tablet, including video reels, videopoker, keno, roulette, blackjack, or other games.

Remote Gaming Using Player's Own Tablet or Smartphone in Conjunctionwith a Gaming Terminal

The tablet itself may be a generic tablet, such as an iPad, Androidtablet, Windows tablet, or other commercially available tablet. Themobile gaming device may instead be any other portable computing device,including smartphones, personal digital assistants, laptop computers,etc. The players may use their own iPad, iPhone, or other unsecuremobile device as the gaming device after the player has downloaded theapplication for the remote gaming program into their device. Theapplication may be available on-site or via the internet, such as fromthe Apple App Store. The communications link between the gaming machineand mobile gaming device may be established by using the device's uniqueserial number, MAC address, or other hardware signature. Thus, it willbe common for the player to leave the venue or transmission receptionarea while carrying their mobile gaming device. The encryptedcommunications may be by Bluetooth, WiFi, or other supported method.

By the players using their own devices, they are familiar with theiroperation. Further, the casino does not need to supply the mobile gamingdevices. Therefore, the remote gaming system may be readily implementedat virtually no cost, and increased play activity will bring in addedrevenue to the casino.

The invention also applies to tablets and other mobile devices where thescreen is a foldable screen having two sections, where one section ofthe screen is used for the game display and the other section of thescreen is used for advertisements or as a user interface or for a bonusgame.

The gaming machines with which the mobile gaming devices arecommunicating are licensed for the venue (e.g., a casino or videolottery terminal (VLT) establishment) in the particular jurisdiction(e.g., Nevada) in which they are operating. Since the mobile gamingdevice is located in the same jurisdiction, the gaming rules in thatjurisdiction also apply to the remote play. For example, the rules for aparticular jurisdiction may limit the number of gaming machines,including customized remote gaming devices. Since the mobile gamingdevice of the present invention is generic and performs no gamingfunction other than as a user interface, the mobile gaming device willtypically not be classified as a gaming device and does need a speciallicense by the jurisdiction. Thus the player may legally operate themobile gaming device without it being licensed.

In one embodiment, a central server may also wirelessly communicate withthe player's mobile gaming device, such as through the existingcommunications link already set up between the mobile gaming device andthe gaming machine, or through a communications link set up between themobile gaming device and the central server. The player may set up thegeneral communications link with the central server by viewing availableWiFi networks and selecting the particular network.

The mobile gaming device may even wirelessly connect from within alicensed gaming zone (e.g., a casino), via the internet and/or thecasino's WiFi network, to a gaming machine that is located in anotherlicensed gaming zone (e.g., another casino). This allows a player toplay in a gaming zone of choice or convenience without causing eithercasino to exceed a regulated limit on the total number of authorizedgaming machines in the casino. Therefore, the number of active playersin a particular casino may exceed the physical number of gaming machinesin that casino. Further the player may access games not available in thegaming zone where the player is located. The revenue in such case may beshareable using an agreed upon formula that involves two or more partiessuch as two casino owners or two VLT establishments/VLT operators. Thecasinos' respective networks keep track of all the transactions ongaming machines located in the casino and identify the particulartablets as well as the payouts for each tablet. If the player is locatedin one casino and remotely playing a gaming machine that is located inanother casino, the player may still cash out in the local casino, sincethe payout may be tracked to the proper gaming machine and casino forfee sharing purposes. All the gaming machines are assumed to be linkedvia a network to one or more central servers in the gaming establishmentor VLT operator establishment. The various casino networks may shareinformation via the internet or by other channels.

An additional advantage of the mobile gaming device is that the playermay walk to a casino staffer or kiosk for any help with the game ratherthan wait at a gaming terminal for a staffer to help.

Remote Gaming Method where Venue's System Recommends Different Games toRemote Player Using a Mobile Gaming Device

FIG. 8 is a flowchart illustrating another feature of the remote playingsystem relating to remotely switching gaming machines.

In step 160, the player remotely plays a first type of game on a firstgaming machine, as described above. The first game, which may be a videoreels type game, will typically have a certain theme and bonus game.

In step 162, a central server may advise the player on other gamesoffered by available gaming machines that may be played remotely and thelocations of such gaming machines. The central server may recommendcertain games and machines based on the player current live game playpattern, or based on other criteria. If the player has not used a playertracking card to play remotely, the player is anonymous, and there is nostored history of the player's gaming patterns in the casino's network.In such a case, the server monitors (in real time) the anonymousplayer's current gaming habits for the current session, such as the typeof game being played, the frequency of play, and the betting amounts.Based on this information, the server identifies the player as a certaintype of player and accesses a look-up table or an algorithm is performedto identify other gaming machines and games that are consistent with theplayer's current gaming pattern. Such recommendations are thentransmitted to the player. If the player has used her player trackingcard, then the player's stored past gaming history may also be used bythe server to recommend other gaming machines and games to the player.The mobile gaming device's own GPS navigation system may be used to findthe gaming machines, or another type of navigation system may be used,if the player is required to physically go to the new gaming machine toset up a playing session.

In step 164, the player selects one of the suggested games, offered by asecond gaming machine, by touching a “select” icon on the tablet (orother mobile gaming device).

In step 166, the player's credits are automatically transferred from thefirst gaming machine to the second gaming machine, so that the playerdoes not have to redeem any credit ticket from the first gaming machine.Further, the communications link to the second gaming machine may beautomatically set up without the player having to physically register atthe second gaming machine, since the communications link information isalready known by the central server. The central server keeps track ofthe player's gaming history via the player's tracking card ID and datatransferred from the networked gaming machines.

In another example of transferring credits, let's assume that the remoteplayer does not use a player tracking card and is, therefore, anonymous.Assume the mobile gaming device is linked to the first gaming machine attime T1 and the player wishes to switch to an available second gamingmachine, since the game the player wants to play is not available on thefirst gaming machine. When the player selects to play the second gamingmachine using the mobile gaming device, her credentials and registrationof her mobile gaming device that were used to play the first gamingmachine are automatically migrated to the second gaming machine, such asthrough the casino's network or via wireless communications between thegaming machines and the mobile gaming device. The first gaming machinewill then be unlocked (available) and the second gaming machine will belinked to the mobile gaming device. The migration will take place onlyif the player had enough stored credits in the first gaming machine toplay the second gaming machine.

If the player had used her player tracking card to register with thefirst gaming machine and has an account with the gaming venue, themigration takes place without the need to check the credit balance onthe first gaming machine.

In step 168, the player then remotely plays the second gaming machineremotely.

In another embodiment, the player selects a recommended game, and theselected game is downloaded via the network to the gaming machine theplayer is already playing. Therefore, no transfer of credits isrequired. After the player is finished with the session, the gamingmachine automatically reverts back to the original game for the nextplayer.

Additional details regarding analyzing a player's gaming preferences andsuggesting games to the player may be found in U.S. application Ser.Nos. 13/387,780 and 13/387,790, both entitled Automated Discovery ofGaming Preferences, by Bharat Gadher et al., incorporated herein byreference and claiming the benefit of U.S. Provisional PatentApplication Ser. No. 61/586,547. The present remote playing system mayuse the same systems and methods described in that application.

In some venues, different gaming machines are owned by differententities. In the event that the player switches to different machinesowned by different entities, a software program run by a server or thegaming machines determines the fees to be paid to each entity.

In one scenario, some games (and gaming machines) recommended by theserver may not even be located in the same venue (e.g., casino) as theone in which the player is currently located. In such a case, the playermay still select that game and play the game remotely. The local venue'snetwork acts as an intermediary between the remote venue's network andthe player's tablet. The various venues' networks may communicate viathe internet or other system. A fee sharing agreement between venues mayapply to the remote play. Therefore, if a casino is very crowded and theplayer's favorite gaming machines are being used, the player mayremotely play a similar game or the same type gaming machine in anothercasino without leaving the first casino. Therefore, both casino'sbenefit from the invention, creating synergy.

Remote Gaming System Using Separate Terminal to Set Up Remote Play witha Gaming Terminal

In one embodiment, as shown in FIG. 9, the gaming venue (e.g., a casino)provides a dedicated printer terminal 172 for the player to cash out andobtain a printed ticket 174 with a barcode encoding the player andmonetary value. The player may enter a session ID into the terminal 172via a touchscreen 176 or keypad, or the information may be entered viathe tablet 11 to identify the player, session, or gaming machine. Inanother embodiment, a Near Field Communications (NFC) link isautomatically established between the terminal 172 and the tablet 11when the tablet 11 is brought near the terminal 172. The requiredinformation may then be automatically transferred between the deviceswithout the player being required to manually enter any data into theprinter terminal 172. NFC is a standardized protocol, and both devicesmay be programmed with the NFC protocol. The tablet's WiFi or Bluetoothtransceiver will typically be utilized, and the terminal 172 has asimilar capability. The terminal 172 then detects the credits via thevenue's network 178 (coupled to the gaming machines 180) and generatesthe printed ticket 174 for the player. The player may then redeem theticket 174 for cash at the venue's ticket redemption area.

Additionally, the terminal 172 may also serve as a registration terminalfor setting up the link between the tablet 11 and any gaming machineconnected to the network 178. Therefore, the player does not have tophysically go to the gaming machine to set up the link. In oneembodiment, the terminal 172 displays icons for each type of gameoffered. The player touches the desired icon, and the terminal 172 setsup the communications link between the tablet 11 and the gaming machineproviding the game. Credits may be generated using a player trackingcard and a casino account, or the player may deposit cash into theterminal 172. In one embodiment, the wireless communication is betweenthe tablet 11 and the selected gaming machine. In another embodiment,the wireless communication is between the tablet 11 and the terminal172, where the terminal 172 communicates with the selected gamingmachine via the casino's existing network 178.

Additionally, the terminal 172 may also allow the player to remotelyplay games supported by other licensed venues, where the differentvenues' networks communicate with each other via the internet or othercommunications system. All the networks can ultimately communicate withany gaming machine (and the terminal 172) connected to a network. Theterminal 172 may display an assortment of games, some of which are notavailable in the local venue but which are available in other licensedvenues. The player may select any of the games. If the player plays agame that is supported by a different venue, a fee sharing agreementbetween venues may determine how to allocate any revenue. Therefore, ifa player wants to play a certain game but all the associated gamingmachines in the local venue are being used, the player may remotely playthe game on a gaming machine located in a separate casino. Thiseffectively increases the number of gaming machines in the casino. Thusthere is synergy since both casinos profit. The terminal 172 may act asa communications hub for the tablet (e.g., using conventional WiFisignals) or another communications method may be used.

Remote Gaming System Allowing Adjustment of Original 3D Images for aMobile Gaming Device

FIG. 10 identifies certain steps used when the gaming machine generatesstereoscopic images for 3D viewing.

A relatively new video gaming format displays the game on the gamingmachine screen in 3D (step 190). A standardized video format may beadopted for gaming machines. Such 3D viewing may require a speciallenticular lens on the screen so that the player sees a slightlydifferent image with each eye. The screen contains narrow linear lensesextending in the vertical direction, where lenses that direct one imageto the right eye are interposed between lenses that direct another imageto the left eye. The image generated by the screen is a composite of twodifferent offset images: one to be perceived by the right eye (behindone set of the lenses) and one to be perceived by the left eye (behindthe other set of lenses). The two images are stereoscopic and areperceived by the viewer (at the correct distance) as a single 3D image.Such 3D image generation is well known. Other gaming machines mayrequire the player to wear special glasses, whether they be polarized,or colored, or electrically synchronized with the display.

Some tablets 11 do not have the lenticular lens screen and are unable todisplay the 3D image. Therefore, such tablets must only display a 2Dimage. Even a tablet that has a lenticular lens may still display a 2Dimage if the two offset images are identical. A tablet that has alenticular lens may only be able to display 3D images in a particularformat for that tablet.

Therefore, when transmitting the 3D video display information by thegaming machine to a standard tablet (or other off-the-shelf mobiledevice), problems arise since the tablet may not be configured todisplay an image that can be viewed by the player in 3D. Further, thevideo formats for the server or the gaming machine may be different fromthe format used by the tablet to display video.

In step 192 of FIG. 10, to solve such problems related to 3D video ifthe tablet does not have 3D capability, the server or gaming machineconverts the original 3D video format into a standard 2-D format thatcan be processed by off-the shelf mobile gaming devices (tablets,smartphones, etc.). Alternatively, the remote gaming program downloadedinto the mobile gaming device includes one or more programs forconverting the original 3D video format into the appropriate 2D videostream for the mobile gaming device. The mobile gaming device may nothave the computing power to convert the formats in real time, however.If such is the case, the server or gaming machine detects the type ofmobile gaming device used (based on specifications transmitted by themobile gaming device) and, based on that information, determines thatthe server or gaming machine processor is required to convert the 3Dvideo format into the appropriate 2D format and transmit the 2D formatto the mobile gaming device.

Some mobile gaming devices may be able to display a 3D video image tothe player in a special format. For example, the tablet may have alenticular lens overlying the screen. The tablet's required 3D videoformat may be identified to the server or gaming machine, and theconversion into the compatible format may be performed by the server orgaming machine. In some cases, the formats will be the same and noconversion needs to take place.

In one embodiment, when the mobile gaming device connects to the gamingmachine, the mobile gaming device's downloaded software controls thedevice to send a message to the server or gaming machine describing whattype of 3D display it supports, if any, and what format it requires. Theserver or gaming machine then determines whether the mobile device isfast enough to do the work of the conversion on its own or if the serveror gaming machine is required to convert the image for transmission.

Once the determination has been made, the server or gaming machineeither converts the images and transmits them to the mobile device orsends the original images to the mobile gaming device to be converted tothe required format.

In some systems, the mobile gaming device generates the video signalsinternally based on a locally stored graphic program and does notreceive real-time video signals from the server or gaming machine. Inthat case, the mobile gaming device just receives high level commandsfrom the server or gaming machine to display a stored user interfacefollowed by displaying the running of the stored game routine, the finalresult, and any award. The server or gaming machine may initially uploadthe required displays and routines to the mobile device prior to thefirst game commencing. Therefore, what the remote player sees may bedifferent from what a player would see if playing at the gaming machinein a conventional manner. In this situation, the mobile device mightstill require some format conversion of the original display informationfor displaying in 2D or 3D. This work could be done by either the mobilegaming device or the server/gaming machine, depending on thecapabilities of the mobile gaming device. Like the situation presentedbefore, the server/gaming machine may ask the mobile gaming device whatformat it supports and determine if it is required to do any neededconversions.

In some embodiments, the player may need to use special glasses forviewing the 3D image, or a temporary lens overlay may be provided by thevenue.

Further details regarding conversion of 3D formats between differentdevices (not for gaming) include US Publication 2011/0032329,incorporated herein by reference.

Generally, the gaming machine 10 screen is much larger than the tablet11 screen. The lens and 3D images on the gaming machines are optimizedfor a particular viewing distance. Typically, the remote player will becloser to the tablet screen than the typical viewing distance of thegaming machine screen. Accordingly, if the original stereoscopic imageswere displayed on the tablet 11, the resulting image would not be anaccurate representation. In one embodiment of the invention (step 194 ofFIG. 10), the tablet's software includes a provision for the player toselect a viewing distance (which directly corresponds to the playerselecting an image's depth). The image processing adjusts the image tobe optimally displayed to the player at the desired viewing distance.The optimal viewing distance is affected by the lens system used and thedistance between the player's left and right eyes. In an example, thetablet 11 displays a “viewing distance” menu and the player selects thedesired viewing distance by selecting an appropriate icon, or the tabletsoftware automatically determines the optimal viewing distance. Thisparameter is then used to adjust the original stereoscopic images to beoptimized for the tablet. The adjustment may be performed by the tabletor by the gaming machine/server.

Processing 3D images and videos requires more processing power than for2D images (which translates to more battery usage). In one embodiment,the mobile device checks its available battery power or battery life andadjusts the 3D processing, such as by switching to a 2D display, orinforms the player and gives the player the option to continue in 3D orswitch to 2D. If the player selects to switch to 2D, the gaming machinemay be commanded by the tablet to start sending only 2D images. Anotheroption is to communicate the available power in the tablet to the gamingmachine, and the gaming machine will send a message to the playeridentifying the optimal display format and automatically make theadjustment.

These embodiments apply to multiview 3D as well as to other formats of3D. Multiview Video Coding (MVC) is a video compression standard thatenables efficient encoding of sequences captured simultaneously frommultiple cameras using a single video stream. MVC is intended forencoding stereoscopic (two-view) video.

FIG. 11 is a flowchart identifying various steps used when the tablet'sbattery power is low. It is important that the player is warned wellahead of time if the tablet's battery power is running out. Theapplication (on the mobile gaming device) will detect the tablet'savailable power (step 198) and alert the player of the playing timeremaining so that the player may exit the application in the proper way.Conventional tablets already include a battery level monitor. If theplayer continues to play after the warning, it is important that theapplication forces the termination of play between games rather thanduring a game. The term “during a game” refers to the time between theplayer initiating a game and the time that the player is informed of theoutcome. Accordingly, the application determines when the battery lifeis below a threshold (e.g., 5 minutes) and prevents the playerinitiating a new game (step 200). The remaining battery life should besufficient for the player to cash out at a terminal or at the gamingmachine. When the battery power is low, to allow the player to keepplaying the same gaming machine without having to again reserve thegaming machine, the application displays a message offering the playerthe option of switching to another mobile gaming device (step 202). Ifthe player accepts, a sequence of steps involving the player, the gamingmachine, and the network is carried out, similar to steps alreadydescribed, to switch the player to another mobile gaming device withinthe same playing session.

Multi-Player Gaming Using Mobile Gaming Devices

A group of players entering a gaming establishment together may like toplay a social, tournament, community, or progressive game. Suchmulti-player games conventionally require the players to sit in front ofdifferent linked gaming machines. The group of players would thereforebe separated. By using the tablets, the players may sit together arounda gaming table, at the bar, or in a specific area. The game could beplayed within an area designated by the tablet. The area may have alarge overhead screen that displays social, tournament, community, orprogressive elements of linked gaming such as a leader board,progressive meters, social/community/bonusing, etc. The various tabletswould wirelessly communicate via the associated linked gaming machine,the local host, or through cellular communications to the central systemhosted in the data center. The central server, or one of the gamingmachines acting as a server, would accumulate the data for the commondisplay. If the primary communication is lost, then the game cancontinue temporary with local buffering in the tablets or a backupcommunications method can be used, such as cellular, WiFi, Bluetooth,etc. The central bank (a memory) for the players' credits could be onthe site server and the ability to continue playing when there is acommunication break would be very useful.

This multi-player gaming can employ various combinations of tetheringaspects in regulated gaming venues detailed above.

Other Features

In alternative embodiments, the mobile gaming device may be connected tothe gaming machine with a cable, either directly connected to a port ofthe gaming machine or via a network communicating with the gamingmachine.

Those skilled in the art may write the appropriate software to carry outthe invention without undue experimentation. The hardware used may beconventional.

The software used to program the gaming machines and servers inaccordance with the present invention may be initially stored on a ROM,such as a CD or an electronic memory device. Such CDs and devices arenon-transitory computer readable mediums having the appropriate computerinstructions stored thereon. The programming may also be downloaded tothe gaming machines via the casino's network.

It should be appreciated that the terminals, processors, or computersdescribed herein may be embodied in any of a number of forms, such as arack-mounted computer, a desktop computer, a laptop computer, or atablet computer. Additionally, a computer may be embedded in a deviceperhaps not generally regarded as a computer but with suitableprocessing capabilities, including an electronic gaming machine, a WebTV, a Personal Digital Assistant (PDA), a smart phone or any othersuitable portable or fixed electronic device.

Also, a computer may have one or more input and output devices. Thesedevices can be used, among other things, to present a user interface.Examples of output devices that can be used to provide a user interfaceinclude printers or display screens for visual presentation of outputand speakers or other sound generating devices for audible presentationof output. Examples of input devices that can be used for a userinterface include keyboards, and pointing devices, such as mice, touchpads, and digitizing tablets. As another example, a computer may receiveinput information through speech recognition or in other audible format.

Such computers may be interconnected by one or more networks in anysuitable form, including as a local area network or a wide area network,such as an enterprise network or the Internet. Such networks may bebased on any suitable technology and may operate according to anysuitable protocol and may include wireless networks, wired networks orfiber optic networks. As used herein, the term “online” refers to suchnetworked systems, including computers networked using, e.g., dedicatedlines, telephone lines, cable or ISDN lines as well as wirelesstransmissions. Online systems include remote computers using, e.g., alocal area network (LAN), a wide area network (WAN), the Internet, aswell as various combinations of the foregoing. Suitable user devices mayconnect to a network for instance, any computing device that is capableof communicating over a network, such as a desktop, laptop or notebookcomputer, a mobile station or terminal, an entertainment appliance, aset-top box in communication with a display device, a wireless devicesuch as a phone or smartphone, a game console, etc. The term “onlinegaming” refers to those systems and methods that make use of such anetwork to allow a game player to make use of and engage in gamingactivity through networked, or online systems, both remote and local.For instance, “online gaming” includes gaming activity that is madeavailable through a website on the Internet.

Also, the various methods or processes outlined herein may be coded assoftware that is executable on one or more processors that employ anyone of a variety of operating systems or platforms. Additionally, suchsoftware may be written using any of a number of suitable programminglanguages and/or programming or scripting tools, and also may becompiled as executable machine language code or intermediate code thatis executed on a framework or virtual machine.

In this respect, the invention may be embodied as a tangible,non-transitory computer readable storage medium (or multiple computerreadable storage media) (e.g., a computer memory, one or more floppydiscs, compact discs (CD), optical discs, digital video disks (DVD),magnetic tapes, flash memories, circuit configurations in FieldProgrammable Gate Arrays or other semiconductor devices, or othernon-transitory, tangible computer-readable storage media) encoded withone or more programs that, when executed on one or more computers orother processors, perform methods that implement the various embodimentsof the invention discussed above. The computer readable medium or mediacan be transportable, such that the program or programs stored thereoncan be loaded onto one or more different computers or other processorsto implement various aspects of the present invention as discussedabove. As used herein, the term “non-transitory computer-readablestorage medium” encompasses only a computer-readable medium that can beconsidered to be a manufacture (i.e., article of manufacture) or amachine and excludes transitory signals.

The terms “program” or “software” are used herein in a generic sense torefer to any type of computer code or set of computer-executableinstructions that can be employed to program a computer or otherprocessor to implement various aspects of the present invention asdiscussed above. Additionally, it should be appreciated that accordingto one aspect of this embodiment, one or more computer programs thatwhen executed perform methods of the present invention need not resideon a single computer or processor, but may be distributed in a modularfashion amongst a number of different computers or processors toimplement various aspects of the present invention.

Computer-executable instructions may be in many forms, such as programmodules, executed by one or more computers or other devices. Generally,program modules include routines, programs, objects, components, datastructures, etc. that perform particular tasks or implement particularabstract data types. Typically the functionality of the program modulesmay be combined or distributed as desired in various embodiments.

Also, data structures may be stored in computer-readable media in anysuitable form. For simplicity of illustration, data structures may beshown to have fields that are related through location in the datastructure. Such relationships may likewise be achieved by assigningstorage for the fields with locations in a computer-readable medium thatconveys relationship between the fields. However, any suitable mechanismmay be used to establish a relationship between information in fields ofa data structure, including through the use of pointers, tags, addressesor other mechanisms that establish relationship between data elements.

Various aspects of the present invention may be used alone, incombination, or in a variety of arrangements not specifically discussedin the embodiments described in the foregoing and the concepts describedherein are therefore not limited in their application to the details andarrangement of components set forth in the foregoing description orillustrated in the drawings. For example, aspects described in oneembodiment may be combined in any manner with aspects described in otherembodiments.

Also, the invention may be embodied as a method, of which an example hasbeen provided. The acts performed as part of the method may be orderedin any suitable way. Accordingly, embodiments may be constructed inwhich acts are performed in an order different than illustrated, whichmay include performing some acts simultaneously, even though shown assequential acts in illustrative embodiments.

While the invention has been described with reference to certainexemplary embodiments thereof, those skilled in the art may make variousmodifications to the described embodiments of the invention withoutdeparting from the true spirit and scope of the invention. The terms anddescriptions used herein are set forth by way of illustration only andnot meant as limitations. In particular, although the present inventionhas been described by way of examples, a variety of devices wouldpractice the inventive concepts described herein. Although the inventionhas been described and disclosed in various terms and certainembodiments, the scope of the invention is not intended to be, norshould it be deemed to be, limited thereby and such other modificationsor embodiments as may be suggested by the teachings herein areparticularly reserved, especially as they fall within the breadth andscope of the claims here appended. Those skilled in the art willrecognize that these and other variations are possible within the spiritand scope of the invention as defined in the following claims and theirequivalents.

What is claimed is:
 1. A remote gaming method comprising: establishing awireless communications link between a mobile gaming device, operated bya player, and a stationary gaming terminal that carries out a gamingprogram; receiving player control signals by the gaming terminal fromthe mobile gaming device to initiate a game; displaying game animationon the mobile gaming device conveying to the player that the game ispresently occurring; carrying out the game by the gaming terminal,including determining a final outcome of the game and any award for theoutcome; transmitting signals from the gaming terminal to the mobilegaming device identifying the final outcome of the game and the award;stopping the game animation and displaying, by the mobile gaming device,the final outcome of the game and the award; in the event of acommunications link failure between the mobile gaming device and thegaming terminal during the game, prior to receiving the signals by themobile gaming device identifying the final outcome of the game and theaward but after the game animation has begun, performing the methodcomprising: continuing the game animation by the mobile gaming deviceduring the communications link failure for a time until thecommunications link has been re-established; and once the communicationlink has been re-established, transmitting the signals to the mobilegaming device identifying the final outcome of the game and the award,stopping the game animation, and displaying, by the mobile gamingdevice, the final outcome of the game and the award, such that the gameperceived by the player is not interrupted during the communicationslink failure.
 2. The method of claim 1 wherein the gaming terminal is astationary gaming machine having a display screen, and wherein thegaming machine may be directly played using the display screen.
 3. Themethod of claim 2 wherein the gaming machine and mobile gaming deviceare operated within a same venue.
 4. The method of claim 1 wherein themobile gaming device is one of a tablet and a smartphone.
 5. The methodof claim 4 wherein the mobile gaming device is an off-the-shelf tabletor smartphone containing a remote gaming application.
 6. The method ofclaim 1 wherein the step of displaying game animation comprisesdisplaying game animation stored in a memory of the mobile gaming deviceprior to the game being initiated.
 7. The method of claim 1 wherein thegame is a video reels type game.
 8. The method of claim 1 wherein theplayer owns the mobile gaming device.
 9. The method of claim 1 furthercomprising: periodically controlling the mobile gaming device tocommunicate between a plurality of transceivers in a venue; usingReceived Signal Strength Indicator (RSSI) level signals derived bycommunications with the transceivers to determine whether the mobilegaming device is within a designated area within the venue; and if it isdetermined that the mobile gaming device is outside of the designatedarea, blocking the mobile gaming device from carrying out the game. 10.A gaming system comprising a stationary gaming terminal communicatingwith a mobile gaming device, the system being programmed to carry outthe method comprising: establishing a wireless communications linkbetween the mobile gaming device, operated by a player, and thestationary gaming terminal that carries out a gaming program; receivingplayer control signals by the gaming terminal from the mobile gamingdevice to initiate a game; displaying game animation on the mobilegaming device conveying to the player that the game is presentlyoccurring; carrying out the game by the gaming terminal, includingdetermining a final outcome of the game and any award for the outcome;transmitting signals from the gaming terminal to the mobile gamingdevice identifying the final outcome of the game and the award; stoppingthe game animation and displaying, by the mobile gaming device, thefinal outcome of the game and the award; in the event of acommunications link failure between the mobile gaming device and thegaming terminal during the game, prior to receiving the signals by themobile gaming device identifying the final outcome of the game and theaward but after the game animation has begun, performing the methodcomprising: continuing the game animation by the mobile gaming deviceduring the communications link failure for a time until thecommunications link has been re-established; and once the communicationlink has been re-established, transmitting the signals to the mobilegaming device identifying the final outcome of the game and the award,stopping the game animation, and displaying, by the mobile gamingdevice, the final outcome of the game and the award, such that the gameperceived by the player is not interrupted during the communicationslink failure.
 11. The system of claim 10 wherein the gaming terminal isa stationary gaming machine having a display screen, and wherein thegaming machine may be directly played using the display screen.
 12. Thesystem of claim 11 wherein the gaming machine and mobile gaming deviceare operated within a same venue.
 13. The system of claim 10 wherein themobile gaming device is one of a tablet and a smartphone.
 14. The systemof claim 13 wherein the mobile gaming device is an off-the-shelf tabletor smartphone containing a remote gaming application.
 15. The system ofclaim 10 wherein the step of displaying game animation comprisesdisplaying game animation stored in a memory of the mobile gaming deviceprior to the game being initiated.
 16. The system of claim 10 whereinthe game is a video reels type game.
 17. The system of claim 10 whereinthe player owns the mobile gaming device.
 18. The system of claim 10further being programmed to carry out the method comprising:periodically controlling the mobile gaming device to communicate betweena plurality of transceivers in a venue; using Received Signal StrengthIndicator (RSSI) level signals derived by communications with thetransceivers to determine whether the mobile gaming device is within adesignated area within the venue; and if it is determined that themobile gaming device is outside of the designated area, blocking themobile gaming device from carrying out the game.